Brain Storm now has a visual effect at all levels, instead of only when Oculus has Mental Agility

Brain Storm now removes debuffs on targeted unit as specified by the rollover tooltip text

Queen of Thorns Attack Animation Glitch Fix by Ptarth

Reduced the lifetime of the QoT's root attack animation to make the animation look better.

This is only a cosmetic change.

Oculus Lightning Ball Summons Fix by Ptarth

Lightning Balls will no longer summon in map void space.

Oculus Lightning Blast Fix by Ptarth

Lightning Blast now occurs at the origin of the target instead of the origin of the unit that procs the effect.

Missing Oculus Shield Effect Fix by Ptarth

Oculus now has a visible Shield effect.

Heart of Life and Wings of the Seraphim Healing ends effect Fix by Ptarth (awuffleablehedgie provided starter code)

The Heart of Life and Wings of Seraphim no longer stop their regeneration effects when the user is healed.

Parasite Egg and Sludge Slinger Partial Fix by Ptarth

Changed the Parasite Egg and Sludge Slinger so they can be used, although it isn't perfect.

Current Buglist (Todo list: Verified and replicatable)

Rook Shoulder weapons having target locking issues

I thought I had something to fix it. However, I'm having problems replicating the effect to test it.

Fix the skill queue.

Eg, if you tell a UB to grasp he tries to get into melee range and execute the grasp. If you tell him to spit, then it gets thrown to the back of the skill queue and he doesn't spit, he continues to follow like an r'tard. To fix it you have to issue a move command, then spit.

AbilityTask.lua has the functions related to this. There are many interesting things in it.

After finishing a command the demigod reverts to an attack/move order if previously moving towards a target

AA targeting issues

Like how Oak frequently swings with his Axe and does no damage or how Sedna will stand by a target without attacking

This may be linked to the Rook Shoulder weapon problem or the command queue

(http://forums.demigodthegame.com/356419)

Demon Assassin stops auto-attack after warp strike. It should continue to attack the locked target... this would be natural.

Rollover Data Error on flag tooltip while being captured behind fog of war.

Demigods do not resume auto-attack immediately or change targets after using an ability.

UB Post Mortem damage does not count as UB damage for the purpose of awarding gold.

Move order is canceled when using effects (http://forums.demigodthegame.com/356694). The move order is turned into an auto-attack order.

Language for engine messages (xxx has left, xxx has joined...) in game lobby uses the hosts language setting (this should be the users language setting): my russian is a bit rusty!

Torchbearer respawns in Ice mode by default. This should be the last used mode (Fire/Ice)! Same for QoT.

Queuing to grab a potion and then being Foul Grasped while picking up the potion and then UB getting Shadow Swaps allows you to pick up the potion instantly as long as you have contiguous line of sight. I've been able to do this roughly 25 in-game yards away.

Oculus's Chain Lightning effect sticks until his or target's death if target teleports during cast.

Oculus sometimes becomes unresponsive after using Blast Off.

Sedna's Silence debuff never expires under certain circumstances.

Oculus moves very slowly when selected with Ball Lightnings.

Pathing issues on Prison

Selling Monk idols sometimes destroy summoning button

To replicate: Summon Monks, Sell Monks (while idol is recharging), Buy a different type of idol (siege archer or warrior, possibly any other item too), Buy new Monk Idol. I can't replicate this any more for some reason.

If we want Stardock and Gas Powered Games to increase their support of Demigods, we need to demonstrate our commitment and our willingness to support it. If we want to accomplish anything worthwhile to demonstrate our commitment, we need to work together. If you have time, please consider helping out. Every little bit helps.

Both DA and Sedna use a loop affect and it might be the looping that cancels out a teleport:

ie Da has

Affects = {

Interrupt = {Bool = true},

},

and sedna uses:

Affects = { Silence = {Bool = true},

},

Da may be able to be fixed by changing interupt to an add affect (ie

Affects = { Interrupt = {Add = 0},

}

This should not cause the interrupt to not work as this is how pentinence is coded. However, I am not sure whether DA was given a loop to allow him to teleport sheilded oak, and the interrupt during shield is a side effect. Been trying to test this change on Ai but it is difficult.

Also one other note, has anyone considered this might be shield running out at the end of the teleport, 6 seconds is barely long enough to do caplock and tele, considering that there is always minimum response time of 0.3 seconds, fastest possible combination would take 5.6 seconds (ie 2*response time of 0.3 + 3 second cast teleport and +2 second cap lock) and would be a feasible cause of canceling teleport on the swoosh (ie shield ends at just before teleport ends casting)?

I'm not sure what you mean by looping affect. What you displayed is a table in lua. More specifically, given this code snippet:

Code: c++

Affects = {

Interrupt = {Bool = true},

Silence = {Bool = true},

},

Affects is a data structure (called a table). It contains the fields Silence and Interrupt (it could contain more). In both cases the fields are Booleans and are both equal to true.

For:

Interrupt = {Add = 0},

I'm not sure what is going on. All of the other abilities with an interupt use: Interrupt = {Bool = true},

Your silence code may work out. However, I'm still not convinced there is a bug. As you suggested in your post (and as discussed on the previous page (this thread moves fairly quickly which is annoying sometimes)), it may just be due to lag. Without more evidence I'm going with the position that it is a lag effect.

Affects is a data structure (called a table). It contains the fields Silence and Interrupt (it could contain more). In both cases the fields are Booleans and are both equal to true.

Yes this is correct, however, as a comparision to an add function, the boolean is set to true for the duration of the interupt. Comparitively, the add function initiates the interruption ability but has no duration (and as warp is an instant interrupt following completion of casting this wouldnt matter). If your worried about the time of the interrupt change it to a stun

When the UB inflicts a unit with Plague and it dies from the damage from Plague, the unit does not explode with a Post Mortem explosion. Also, kills due to Post Mortem (and possibly Plague) do not give the UB gold.

Unclean Beast can suicide using Ooze

I think it needs a fix, i dont think that it is working as intended

I think so too, but I wanted to make sure that sufficient people agreed before I went ahead and did something about it. It should be simple enough.

The easy way to test it is to set creep strength to high, waves to frequent, and start at level 10. Then stand in the center of the creeps. Take Post Mortem and not plague. Watch how often enemies explode. Now put a point into Plague. You'll notice that the damage spike explosion occurs very infrequently.

re: mines

No, the Regulus's mines don't give kill credit, nor do Rook's towers. The demigod wiki has a reasonable description of of the kill mechanics and what gives credit and what doesn't. I'm not certain if Regulus mines and Rook Towers should give credit, however the AOE damage due to post mortem seems to be a reasonable extension. Otherwise the UB is penalized for picking up the ability and creeping.

re: Orb of Defiance

I'm not sure which item you are talking about hedgie. The orb of defiance gives armor & health. It doesn't have a damage effect.

zomg fixes released that whoever controls Demigod couldn't manage to somehow create on their own!

If GPG is too lazy to do them, couldn't they grant Stardock the ability to create updates to the game? Oh yeah, it's all about Elemental whatever now. Gotcha.

It's depressing that some modding work has to go to bug fixes rather than interesting new modifications to the game. I still try to play a game or so every now and then, but I keep logging on to find no games available (i.e. riiight now it's been over 30 min and my lobby is still 1/6 me). It's srsly rather depressing

I did extensive testing on UB post mortem. It does NOT provide XP, which is unlike every other aoe in the game (tested surge of faith, slam, heaven's wrath, reg mines, angelic fury, qot spikes and spikewave, orb of veiled storms, etc) which all give aoe. Obviously no Stardock / GPG response when posted on the forums several months back.

I checked the other items and all the demigod abilties for good measure. Only the Doomspite Grips and the Girdle of Giants are affected by armor, and both of those are cleave type attacks. I believe that the Orb of Veiled Storms was meant to be armor immune damage. I'll change it and add it.

I also looked into the tag: CanBackfire. For all abilities and items, except for the Orb of Veiled Storms and Oak's Surge of Faith, this value is set for false. The only other mention I can find of CanBackfire = true is in Giants melee attack. It also shows up in BuffAffects.lua and Weapon.lua (but nothing useful). I wonder if I should set them all equal to false just to make things consistent or just ignore it. I also couldn't find any reference to it in the supreme commander lua docs I have found.

zomg fixes released that whoever controls Demigod couldn't manage to somehow create on their own!

I know that everyone has a lot of frustration about the status of Demigods. GPG is having problems with 3rd party netcode that failed them, coding hours, and budget problems. Stardock is having problems because they aren't the only distributor, which means they have to deal with Atari to get some things done, they have to deal with the tremendous amount of negative output by the community, and they've been pouring in money to save Demigods, when they had no responsibility to do so in the first place. The community has to deal with what they perceive as a lack of faith and support by GPG & Stardock.

This however, isn't the place for complaints. This thread and this mod is all about working with everyone, the community, with Stardock, and with GPG to make Demigods a better game.

The community is responding by providing buglists, replication methods, and making bug fixes.

Stardock is responding by trying to get this patch into the base install of Demigods.

Gas Powered Games hasn't made a direct response yet, but Supreme Commander 2 is due out soon, so I'm sure they are crunched for time. However, in the past Sorian has done a lot for Demigods, and I'm sure he will end again.

re: Games at this time of day

It's 2:00 AM. You silly people on the wrong side of the Earth need to fix your sleep schedules.

Ok as mines and towers do not affect gold/xp income either i suggest that ub not getting gold from post mortem kills is due to the way this buff works. For post mortem to activate requires the creep/unit to become the instigator of the effect (and not ub/your demigod of choice as standard aoes Rawwwr used to test with) and as such ub will not be awarded the xp/gold. Prbly not easy to fix.

As for CanBackfire command.

I am pretty sure that this is used for activation of damage reflection (ie Goddess of Thorns) and so prbly shouldnt be changed.

# Allows for ignoring OnBuffAffect pulses, so this doesn't trigger immediately on the first # application of plague. if unit.PlagueInstance.IgnoreAffectPulses then unit.PlagueInstance.NumIgnoredPulses = unit.PlagueInstance.NumIgnoredPulses + 1 if unit.PlagueInstance.NumIgnoredPulses >= self.NumIgnoreSpreadPulses then unit.PlagueInstance.IgnoreAffectPulses = false end return end

This function removes the callback used by post mortem and so it doesnt activate. Removing it allows post mortem to work as usual. Seems to me tho that this is a development descision and not a coding accident.

Two work arounds that i can see to be fairly easy and effective:

1. delete these line of code but i am not sure what add on effect this will have.

2. Add post mortem effect to all units which die of plague. I cannot see this as a problem as i figure plague is caused by ub anyway.

# Allows for ignoring OnBuffAffect pulses, so this doesn't trigger immediately on the first # application of plague. if unit.PlagueInstance.IgnoreAffectPulses then unit.PlagueInstance.NumIgnoredPulses = unit.PlagueInstance.NumIgnoredPulses + 1 if unit.PlagueInstance.NumIgnoredPulses >= self.NumIgnoreSpreadPulses then unit.PlagueInstance.IgnoreAffectPulses = false end return end

Canbackfire only shows up in those five files I listed, it doesn't show up anywhere else (at least with = true). My first thought was the same, that it was damage reflection tag. However, CanDamageReturn is the damage reflection tag. So that isn't what it does. Also, ONLY giants, Orb of Veiled Storms, and Surge of Faith have it set to True. I searched through every file in the dgdata.zip. I think it is leftover code that isn't being used anymore.

re:Post Mortem

The problem code you have bolded is just the plague counter which is also part of an error checking feature. It allows the you to keep track of how many units are infected with the plague, so you don't infect more than the max number allowed (30). It doesn't actually do anything. I'm not sure how you associated it with Post Mortem.

Your fix may work. I can't tell just looking at the code. If you tested it, then well it does work. However, I'm not sure we should do this until we figure out what went wrong. Looking at the code, the Post Mortem Debuff should still be on the unit when it dies. However, the explosion Callbacks.OnKilled never runs.

I want to know why not before I start adding in more code. It might be the case that only one on death call back is actually performed. It might have something todo with overkill. It might have something todo with knocking units into the air. It might be something else. I don't know.

re:Post Mortem UB gets XP

I believe that it was intended that the UB get the gold for kills by Post Mortem, something happened to break the code, somewhere though. If you look in HEPA01_Abilities.lua and lookup the fuction PMExplode and the buff HEPA01PostMortemEnemy01, you can see that Post Mortem assigns a Post Mortem caster which is the UB. This is then carried through and when damage is applied it should correctly reference the Post Mortem Caster as the instigator (and thus the UB should get gold). However, it doesn't work out that way.

The problem code you have bolded is just the plague counter which is also part of an error checking feature. It allows the you to keep track of how many units are infected with the plague, so you don't infect more than the max number allowed (30). It doesn't actually do anything. I'm not sure how you associated it with Post Mortem.

Your fix may work. I can't tell just looking at the code. If you tested it, then well it does work. However, I'm not sure we should do this until we figure out what went wrong. Looking at the code, the Post Mortem Debuff should still be on the unit when it dies. However, the explosion Callbacks.OnKilled never runs.

I want to know why not before I start adding in more code. It might be the case that only one on death call back is actually performed. It might have something todo with overkill. It might have something todo with knocking units into the air. It might be something else. I don't know.

Yes i tested it, thats how i know these are the lines that are causing trouble. I understand that they were for error checking, however, post mortem uses the same callback that plague removes (I will put the code side by side for you). Also notice that all this function does at the current point in time is disable post mortem ( as the plague counter has been disabled by GPG - #self:DecrementPlagueCounter(unit)

# Allows for ignoring OnBuffAffect pulses, so this doesn't trigger immediately on the first # application of plague. if unit.PlagueInstance.IgnoreAffectPulses then unit.PlagueInstance.NumIgnoredPulses = unit.PlagueInstance.NumIgnoredPulses + 1 if unit.PlagueInstance.NumIgnoredPulses >= self.NumIgnoreSpreadPulses then unit.PlagueInstance.IgnoreAffectPulses = false end return end

See how post mortem uses unit onkilledcallback function to activate the explosion? now if you look closely, as you said before plague used to use this function as an error checking unit to count the number of infected units, however on the death of the unit plague is removing the unitonkilledcallback before post mortem is activated.

As for gold with these skills:

No Ub is referenced as the instigator of the ability but not the activator of the buff.

Once again i think that it is this code:

unit.Callbacks.OnKilled:Add(PMExplode, self)

As you can see, the unit is not UB (as it would be for most abilities) but is instead the unit which has the debuff. On most items, unit refers to the instigator, and target are the units which recieve the buffs. The only exceptions to this rule that i have found are summoned units (mines and towers) and post mortem (although there may be more).